TileSprite#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Physics.Arcade.SORT_NONE

[static] SORT_NONE : number A constant used for the sortDirection value.Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups. Source code: physics/arcade/World.js (Line 98)

BitmapData#blendLighten()

blendLighten() → {Phaser.BitmapData} Sets the blend mode to 'lighten' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2234)

BitmapData#imageData

imageData :ImageData The context image data.Please note that a call to BitmapData.draw() or BitmapData.copy() does not update immediately this property for performance reason. Use BitmapData.update() to do so.This property is updated automatically after the first game loop, according to the dirty flag property. Source code: gameobjects/BitmapData.js (Line 77)

Physics.Arcade.Body#top

top : number The y position of the Body. The same as Body.y. Source code: physics/arcade/Body.js (Line 1356)

WebGLRenderer#destroy()

destroy() Removes everything from the renderer (event listeners, spritebatch, etc...) Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 398)

Image#exists

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops. Inherited From PIXI.Sprite#exists Default Value true Source code: pixi/display/Sprite.js (Line 103)

Particle#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

Device#chrome

chrome : boolean Set to true if running in Chrome. Source code: utils/Device.js (Line 263)

Physics.P2#createRevoluteConstraint()

createRevoluteConstraint(bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) → {Phaser.Physics.P2.RevoluteConstraint} Connects two bodies at given offset points, letting them rotate relative to each other around this point.The pivot points are given in world (pixel) coordinates. Parameters Name Type Argument Default Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. pivotA Array The point relative to the center of mass of bodyA which bodyA is